Hi Alliud,
I’m very happy that you found my tutorial useful. Since I am no expert when it comes to animation, this might not be the best solution, but this is how you can get rid of all the IK constraints from the plugin:
Once you have your animation imported from UE and applied it to the “animation_character”, select the armature of this character and go to the “Object Data Properties” (the green icon of a man above the green bone in Blender 3.x)
In there you can see a section called “Rigging Modules”. As far as I understand it, these modules are responsible for the different IK chains. If you want to get rid of all of them, you can just select them there and remove them by clicking the minus button on the right side. After this the character will no longer be influenced by any IK bones:
In my quick test I was able to export this from blender and re-import it into UE4.
The downside with this method is that you now have to do all the animations by rotating the bones yourself. If you need the IK constraints again you would have to add another plugin template. There is probably a way to keep the rigging modules and just deactivate them, but I was only able to do this for the arms (by just setting it to FK - Forward Kinematics).
If you find a better way I would be very interested to include it in this thread.
Kinds Regards,
Dominik
P.S.: I have taken screenshots of the UI but since I am a new user I’m not allowed to paste them in an answer. Let me know if you need more information.